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Dive into the research topics where Shoichi Hasegawa is active.

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Featured researches published by Shoichi Hasegawa.


eurographics | 2004

Real‐time Rigid Body Simulation for Haptic Interactions Based on Contact Volume of Polygonal Objects

Shoichi Hasegawa; Makoto Sato

This paper proposes a new method for real‐time rigid body simulations for haptic interactions based on a penalty method regarding contact volume. Analytical methods for calculation of contact forces require too much time to maintain fast update rates for haptic controls. In addition, they prohibit direct connection of haptic interfaces.


ieee virtual reality conference | 2002

Tension based 7-DOF force feedback device: SPIDAR-G

Seahak Kim; Shoichi Hasegawa; Yasuharu Koike; Makoto Sato

We demonstrate a new intuitive force feedback device for advanced VR applications. Force feedback for the device is tension based and is characterized by 7 degrees of freedom (DOF); 3 DOF for translation, 3 DOF for rotation, and 1 DOF for grasp. The SPIDAR-G (Space Interface Device for Artificial Reality with Grip) will allow users to interact with virtual objects naturally by manipulating two hemispherical grips located in the center of the device frame. We show how to connect the strings between each vertex of grip and each extremity of the frame in order to achieve force feedback. In addition, methodologies will be discussed for calculating translation, orientation and grasp using the length of 8 strings connected to the motors and encoders on the frame. The SPIDAR-G exhibits smooth force feedback, minimized inertia, no backlash, scalability and safety. Such features are attributed to strategic string arrangement and control that results in stable haptic rendering. The design and control of the SPIDAR-G is described in detail and the space graphic user interface system based on the proposed SPIDAR-G system is demonstrated. Experimental results validate the feasibility of the proposed device and reveal its application to virtual reality.


symposium on haptic interfaces for virtual environment and teleoperator systems | 2003

Real-time rigid body simulation based on volumetric penalty method

Shoichi Hasegawa; N. Fujii

This paper proposes a new method for real-time rigid body simulations based on a volumetric penalty method. The penalty method, which employs a spring-damper model, is a simple and useful method for real-time simulation of multi-bodies. However the simple penalty method cannot handle face-face contact, because the simple penalty method cannot find the application point of the reflection force. We propose a distributed small spring-damper model to solve the problem. We analyze the intersecting part of bodies and integrate forces and torques from distributed spring-damper models. We implement the simulator and compare our simulator with the simple penalty method. It shows that our simulator solves the face-face contact problem. In addition, we attach a haptic interface to the simulator for interaction. It shows that we are able to interact with a virtual world by haptic interfaces.


international conference on computer graphics and interactive techniques | 2002

A new step-in-place locomotion interface for virtual environment with large display system

Laroussi Bouguila; Makoto Sato; Shoichi Hasegawa; Hashimoto Naoki; Naoki Matsumoto; Atsushi Toyama; Jelel Ezzine; Dalel Maghrebi

The project presents a new locomotion interface for virtual environment with large display system. Users will be able to direct and control the traveling in the VE by in-place stepping and turning actions. Using a turntable technology, Visual feedback is continuously provided though the use of screen of limited size.


advances in computer entertainment technology | 2009

Wearable haptic device to present contact sensation based on cutaneous sensation using thin wire

Takafumi Aoki; Hironori Mitake; Danial Keoki; Shoichi Hasegawa; Makoto Sato

In this paper, we propose a fingertip-mounted type haptic device to present haptic feedback for mixed reality environments with mobile devices. Our research goal is the realization of a device that causes no discomfort to the users and is virtually felt even during equipment. To achieve this, we realized a fingertip-mounted type device to present contact sensation to cutaneous sensation using thin wire to fulfill three required technical specifications; the weight must be lightweight (1.4g), has to have a fast response, and should have few obstacles on the fingertip abdomen. Our device can present virtual objects to users. Moreover, since a response of an actuator also improves, quality force sense presentation is achieved. And the device can overlay the sense of force without barring ordinary manipulation of real objects or other users. We believe that our work enables new entertainment expansion such as users will be able to touch CG character directly using their fingers.


Presence: Teleoperators & Virtual Environments | 2002

4 + 4 fingers manipulating virtual objects in mixed-reality environment

Somsak Walairacht; Keita Yamada; Shoichi Hasegawa; Yasuharu Koike; Makoto Sato

This paper describes the construction of a prototype system that allows the user to manipulate virtual objects in a mixed-reality environment. The user can perceive haptic sensations at his or her fingertips and see a virtual world with a live image of his or her hands manipulating the virtual objects. The difficulty of constructing such a visual presentation is the problem of merging the real image with correct geometrical occlusion with images of virtual objects in the simulated virtual world. In this paper, a method of solving registration of real and virtual images to produce mixedreality scenes is proposed. We have combined this method with our haptic interface device, SPIDAR-8, to construct a system that integrates these realities by using the sense of touch and vision of real images in the virtual world that can be realized during the manipulation of virtual objects. The implemented results are shown and remaining problems are discussed.


augmented human international conference | 2012

Realtime sonification of the center of gravity for skiing

Shoichi Hasegawa; Seiichiro Ishijima; Fumihiro Kato; Hironori Mitake; Makoto Sato

Control of body position is important in skiing. During turn, novice skiers often lean back and lose their control. Leaning back is natural reaction for people. They arc afraid of the slope or speed. We develop a device to provide realtime sonification feedback of the center of gravity of the skier. The device guides the position of skier. A preliminary experiment shows possibility of improvements that the user become to be able to control their position immediately and even to overcome the afraid of slope and speed.


virtual reality software and technology | 2006

A fluid resistance map method for real-time haptic interaction with fluids

Yoshinori Dobashi; Makoto Sato; Shoichi Hasegawa; Tsuyoshi Yamamoto; Mitsuaki Kato; Tomoyuki Nishita

Haptic interfaces enable us to interact with a virtual world using our sense of touch. This paper presents a method for realizing haptic interaction with water. Our method displays forces acting on rigid objects due to water with a high frame rate (500 Hz). To achieve this, we present a fast method for simulating the dynamics of water. We decompose the dynamics into two parts. One is a linear flow expressed by a wave equation used to compute water waves. The other is a more complex and non-linear flow around the object. The fluid forces due to the non-linear flow is precomputed by solving Navier-Stokes equations, and stored in a database, named the Fluid Resistance Map. The precomputed non-linear flow and the linear flow are combined to compute the forces due to water.


international conference on computer graphics and interactive techniques | 2005

Kobito: virtual brownies

Takafumi Aoki; Takashi Matsushita; Yuichiro Iio; Hironori Mitake; Takashi Toyama; Shoichi Hasegawa; Rikiya Ayukawa; Hiroshi Ichikawa; Makoto Sato; Takatsugu Kuriyama; Kazuyuki Asano; Toshihiro Kawase; Itaru Matumura

One common way to create imaginary, virtual creatures is to overlay computer graphics images on real scenes. But this method is not sufficient, because it allows people to only see the imaginary creatures. In Kobito: Virtual Brownies, imaginary creatures interact with the real world. They move real objects, and people interact with them through the real objects. The real objects function as a kind of ”haptic interface.” This technology can be used in the fields of design, amusement, and healthcare because it conveys haptic information in addition to the visual information that is delivered in current artificial life systems.


advances in computer entertainment technology | 2005

Human scale haptic interaction with a reactive virtual human in a realtime physics simulator

Shoichi Hasegawa; Ishikawa Toshiaki; Naoki Hashimoto

In this paper, we propose a framework for haptic interaction with a reactive virtual human in a physically simulated virtual world. The user controls an avatar in the virtual world via human scale haptic interface and interacts with the virtual human through the avatar. The virtual human recognizes the users motion and reacts to it. We create a virtual boxing system as an application of the proposed framework. We performed an experiment to evaluate the validity of the reaction of the virtual human. We get confirmation that proposed framework creates realistic reactions and users can easily estimate the input motions of the avatar.

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Hironori Mitake

Tokyo Institute of Technology

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Yasuharu Koike

Tokyo Institute of Technology

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Takafumi Aoki

Tokyo Institute of Technology

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Katsuhito Akahane

Tokyo Institute of Technology

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Naoki Hashimoto

University of Electro-Communications

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Fumihiro Kato

Tokyo Institute of Technology

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Ikumi Susa

University of Electro-Communications

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